Difference between revisions of "Passive shield tanking"

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This article will discuss the use of passive shield tanking for PvE in general and PvE vs Angel in particular. A passive tank is not recommended for PvP. Due to base resists, shield tanks are weakest to Sansha and Amarr factions, so armor setups are usually better against them while the natural base resists of shields lends them well towards tanking Angel rats.
 
  
The principles explained here work for most ships of battlecruiser size or smaller but battleship shields regen too slowly to be truely effective at this method.
+
{{hatnote|This page covers the use of shields as a passive tanking strategy. As such, it focuses on the advantages of passive tanking and the process of fitting a ship to use a passive tank. For basic information about how shields work, see [[Shields]].}}
 +
'''Passive shield tanking''' (often shortened to simply ''passive tanking'') is a method of tanking that relies on the ability of shields to recharge without the need for active modules. Instead, passive shield tanks rely on modules that increase this recharge rate, as well as the absolute amount of shield hit points a ship has.
  
 +
The goal of a passive shield tank is enable a ship's shield to regenerate as quickly as it takes damage. Passive shield tanks work best in situations where damage is either fairly constant, or slowly increasing over a long period of time. It can also work in situations where the pilot is able to remove the ship from combat periodically to let their shields recharge. As such, passive shield tanking is most appropriate for use in PvE situations, where incoming damage is fairly predictable.
  
== Theory  ==
+
In particular, passive shield tanks can be effective on ships built for kiting or long-range combat tactics, both of which keep shield damage relatively low. As above, it can also be used when employing hit-and-run tactics as well.
  
=== Principles  ===
+
== Shield recharge rate ==
 +
{{main|Shields#Shield Recharge Rate}}
 +
The shield regeneration rate increases by more than double as the shield takes damage. Since this change is a percentage, a ship that starts with a higher average regeneration rate will get a bigger boost in its optimum rate. In addition, since the shield regeneration ''time'' is constant, a larger shield will regenerate more hit points per second.
  
There are several important principles at work to determine how much damage your shield can tank passively without breaking:
+
For example, these are all Caldari ships. Many Caldari ships prefer shield tanks.
*Shield resistances will reduce incoming damage by a percent depending on damage type
 
*Shield regeneration is non-linear, meaning how quickly it regenerates changes depending on how much shield you currently have. It's very close to, if not the same as the [[Capacitor_Recharge_Rate|capacitor regeneration]] curve and maxes at approximately 2.4x the base amount.
 
*Shield regeneration time is the time it takes shields to regenerate from 0% to 100% and does not change, even if the total amount of shield a ship has changes, meaning an increase in total shield amount will increase the amount you regen.
 
  
=== Characteristics  ===
+
{| class="wikitable sortable" style="text-align: center; text-size: 90%"
 +
|- style="background-color:#222222;"
 +
! scope="col" style="width: 150px; text-align:left;" | Ship Type
 +
! scope="col" style="width: 100px;" | Shield Capacity (hp)
 +
! scope="col" style="width: 100px;" | Shield Regeneration Time (sec)
 +
! scope="col" style="width: 100px;" | Average Regeneration Rate (C/T)
 +
|-
 +
|style="text-align: left;"|{{sh|Kestrel}} (frigate)|| 500 || 650 || 1.3
 +
|-
 +
|style="text-align: left;"|{{sh|Corax}} (destroyer)|| 950 || 625 || 1.5
 +
|-
 +
|style="text-align: left;"|{{sh|Moa}} (cruiser)|| 2500 || 1250 || 2.0
 +
|-
 +
|style="text-align: left;"|{{sh|Drake}} (battlecruiser)|| 5250 || 1400 || 3.75
 +
|-
 +
|style="text-align: left;"|{{sh|Raven}} (battleship)|| 7000 || 2500 || 2.8
 +
|}
  
Following those principles, we can look for modules which influence the relevant ship statistics to increase your passive shield regeneration.
+
Without any modules, and assuming the pilots had the same skills, the {{sh|Drake}} would rebuild its shield almost three times faster than the Kestrel. The Raven would rebuild about twice as fast as the Corax, but slower than the Drake. All other things being equal, the Drake, with its large shield capacity and very fast recharge time, would make the best candidate for a passive shield tank.
  
*Shield Amount
+
These cruisers and battlecruisers provide a representative sample comparison of ships by faction.
**Power Diagnostic Unit (low)
 
**Shield Extender (mid)
 
**Core Defense Field Extender (rig)
 
  
*Shield Regeneration Time
+
{| class="wikitable sortable" style="text-align: center; text-size: 90%;"
**Power Diagnostic Unit (low)
+
|- style="background-color: #222222;"
**Shield Power Relay (low)
+
! scope="col" style="width: 100px; text-align:left"| Faction
**Shield Flux Coil (low)
+
! scope="col" style="width: 100px;" | Ship Type
**Shield Recharger (mid)
+
! scope="col" style="width: 100px;" | Shield Capacity (hp)
**Core Defense Field Purger (rig)
+
! scope="col" style="width: 100px;" | Shield Regeneration Time (sec)
 +
! scope="col" style="width: 100px;" | Average Regeneration Rate (C/T)
 +
|-
 +
|style="text-align:left"|{{sh|Drake}} || Battlecruiser || 5250 || 1400 || 3.8
 +
|-
 +
|style="text-align:left"|{{sh|Hurricane}} || Battlecruiser || 4250 || 1400 || 3.0
 +
|-
 +
|style="text-align:left"|{{sh|Brutix}} || Battlecruiser || 4000 || 1400 || 2.8
 +
|-
 +
|style="text-align:left"|{{sh|Harbinger}} || Battlecruiser || 3000 || 1400 || 2.1
 +
|-
 +
|style="text-align:left"|{{sh|Moa}} || Cruiser || 2500 || 1250 || 2.0
 +
|-
 +
|style="text-align:left"|{{sh|Stabber}} || Cruiser || 1600 || 1250 || 1.3
 +
|-
 +
|style="text-align:left"|{{sh|Thorax}} || Cruiser  || 1200 || 1250 || 1.0
 +
|-
 +
|style="text-align:left"|{{sh|Omen}} || Cruiser || 1200 || 1250 || 1.0
 +
|}
  
*Shield Resistances
+
The Caldari and Minmatar tend to have the larger shield capacities and higher shield recharge rates. Thus it is not surprising that ships of these factions are more likely to be shield tanked.
**Damage Control (low)
 
**Shield Resistance Amplifier (mid)
 
**Shield Hardener (mid)
 
**Screen Reinforcer (rig)
 
  
=== Snowballing  ===
+
== Combat situations ==
  
Passive shield tanking is a snowballing effect, which means that the more mods you add, the more effect they have on your tank. Besides, regen duration and hp mods aren't stacked.  
+
Because a passive tank depends on the shield's recharging, it works best in situations where the damage is constant or builds slowly over time. It works least well in situation where the shield will take a large amount of damage in a very short time. Passive tanking can be used, then in situations where the pilot can "kite" the enemies to control how much damage comes in – or in situations where the pilot is using long range weapons and depending on speed to keep away from enemy fire.
  
Let's look at the example of a [[Hurricane]]:
+
In fleet situations the assigned combat role may be a factor. If the ship is to be tackling other ships, for example, its mid power slots may be needed for e-war modules, and it may be exposed to high, brief peaks of damage - so an armor tank will likely be preferable.
  
All numbers here are without skills taken into account. Mods are all T2.  
+
== Modules and rigs ==
 +
The following influence the passive shield tank.
  
Base shield: '''4297 hp'''
+
{| class="wikitable sortable" style="margin: 1em auto 1em auto; text-align: center;"
 +
! scope="col" | Unit
 +
! scope="col" | Slot
 +
! scope="col" style="width: 100px;" | Capacitor Drain
 +
! scope="col" style="width: 100px;" | Effect
 +
! scope="col" | Notes
 +
|-
 +
|{{co|wheat|Shield Extender}} || mid || - || Capacity ||  increases Signature Radius
 +
|-
 +
|{{co|wheat|Power Diagnostic System}} || low || low || Recharge Rate and Capacity || small benefit
 +
|-
 +
|{{co|wheat|Shield Power Relay}} || low || - || Recharge Rate || reduces capacitor recharge rate
 +
|-
 +
|{{co|wheat|Shield Flux Coil}} || low || -  || Recharge Rate || lowers capacity
 +
|-
 +
|{{co|wheat|Shield Recharger}} || mid || - || Recharge Rate || small benefit
 +
|- 
 +
|{{co|wheat|Damage Control}} || low || small  || Resistances || limit of one per ship
 +
|-
 +
|{{co|wheat|Shield Resistance Amplifier}} || mid || small  || Resistances || stacking penalty
 +
|-
 +
|{{co|wheat|Shield Hardener}} || mid || small  || Resistances || stacking penalty
 +
|-
 +
|{{co|wheat|Core Defense Field Purger}} || rig ||  - || Recharge Rate || increases Signature Radius
 +
|-
 +
|{{co|wheat|Core Defense Field Extender}} || rig || -  || Capacity || increases Signature Radius
 +
|-
 +
|{{co|wheat|Screen Reinforcer}} || rig || -  || Resistances || increases Signature Radius, stacking penalty
 +
|}
  
Base regen duration: '''1400 s'''
+
=== Initial fit ===
 +
The usual starting point is to try to fill several low slots with Shield Power Relay modules, several mid slots with Shield Extender modules, and to fit all three rig slots with Defense Field Purger rigs. Of course, this will need to be modified to fit slot availability, resists and other considerations, but it is a good place to start.
  
Base peak regen rate: '''7.7 hp/s'''
+
With that in mind, although {{Co|#EEFFCC|Shield Power Relays}} reduce capacitor recharge rate, they have no stacking penalties, and they are the most powerful modules in terms of increasing shield regeneration.
  
<br>
+
{{Co|#EEFFCC|Shield Extenders}} increase the capacity of the shield, and, because recharge ''time'' is a constant, this in turn increases the recharge rate. These modules have a Signature Radius penalty associated with them, and they impact on the power grid, but they have no stacking penalties, and their benefits outweigh these costs. In addition, it is often possible to "upsize" Shield Extenders ... putting Large Shield Extenders on a Cruiser, for example, or Medium Extenders on a Frigate. The increased buffer will also allow the ship to survive for a while even if incoming dps is higher than the recharge. This way the pilot can kill the dps enough to survive further.
  
Peak regen rate with <br>
+
Finally, {{Co|#EEFFCC|Defense Field Purger rigs}} are almost always more effective than Defense Field Extender rigs in a passive shield fit. The extender increases the capacity of the shield, which does have the effect of also increasing its recharge rate. However, the Purger directly increases the recharge rate by enough to make a difference. The Purger does, however, have a larger impact on Signature Radius.
  
{| width="366" cellspacing="1" cellpadding="1" border="1" align="left" style=""
+
{{Color box
|-
+
| color= #222222
! scope="col" | Mods<br>
+
| border= #FFEEEE
! scope="col" | &nbsp;Regen rate<br>
+
| A tank built from these modules will greatly increase the shield recharge rate, will somewhat increase the shield capacity, will have no stacking penalties, will increase the ship's Signature Radius, and will reduce the Capacitor's recharge time (but will not draw directly on the Capacitor for power).
! scope="col" | regen rate increase
 
|-
 
| 1 shield power relay
 
| 10.1 hp/s
 
| (+2.4)
 
|-
 
| 2 shield power relays<br>
 
| 13.28 hp/s
 
| (+3.18)
 
|-
 
| 3 shield power relays
 
| 17.48 hp/s
 
| (+4.2)
 
|-
 
| 4 shield power relays
 
| 23 hp/s
 
| (+5.52)
 
|-
 
| 5 shield power relays
 
| 30.26 hp/s
 
| (+7.26)
 
|-
 
| 6 shield power relays
 
| 39.82 hp/s
 
| (+9.56)
 
|-
 
| 6 spr's + 1 purger rig
 
| 49.77 hp/s
 
| (+9.95)
 
|-
 
| 6 spr's + 2 purger rigs
 
| 62.22 hp/s
 
| (+12.45)
 
|-
 
| 6 spr's + 3 purger rigs
 
| 77.77 hp/s
 
| (+15.55)
 
|}
 
  
<br>
+
Without the use of modules that incur stacking penalties, the calculation for passive shield regeneration rate is multiplicative; the more fittings added, the greater effect each fitting has.
 
+
}}
<br>
 
  
The last rig adds 6.5 times more than the first power relay.  
+
=== Possible alterations ===
 +
* Most ships have "damage holes", a type of damage from which they are not well defended. A specific damage type shield hardener may need to be equipped to cover such holes. Hardener modules for other types of damage may be added to account for the primary damage types expected in the encounter. Keep in mind the stacking penalties that arise if a second hardener module is used to alter the same type of damage.
 +
* If the pilot's skills are not sufficient to install T2 modules, substitutions may be in order. You will have to experiment with T1 modules ... or you may find it better to just wait until your skills improve.
 +
* Once your tanking modules are set, check to see if your ship's capacitor is stable. If it isn't, and the amount is significant, consider swapping one or two Shield Power Relays for Shield Flux Coils. If you have to swap more than two Shield Relays for Flux Coils, consider putting back all but one of the Shield Power Relays and adding a Capacitor Power Relay.
  
A hurricane with a purger rig alone (without any other mod) has only a regen rate of'''9.59 hp/s''' ('''+1.89 hp/s''' compared to base)
+
=== Example ===
 +
[[File:QSG_hurricane_shield.png|thumb|upright=1.8|alt= Minmatar Hurricane shield attributes]]
 +
Consider the [[Hurricane]], a Minmatar Battlecruiser.
 +
* Base shield capacity: 4250 hp
 +
* Base recharge time: 1400 sec
 +
* Average regeneration rate = 4250 / 1400 = 3.0 hp/s
 +
* Base peak regen rate = 2.5 x 3.0 = 7.5 hp/s
  
Now if we add large shield extenders to the same setup we have:
+
* Note that the Hurricane's shields are weakest for EM, followed by Thermal, damage.
  
{| width="370" cellspacing="1" cellpadding="1" border="1" align="left" style=""
+
Why put a passive tank on a Hurricane? As an L3 Security Mission runner:
|-
+
* It has good shield capacity and a high recharge rate
! scope="col" | Mods<br>
+
* It has six low slots – 3 for Shield Power Relays and 3 for offensive modules
! scope="col" | Regen rate<br>
+
* For mission running the mid slots can be dedicated to propulsion and shields
! scope="col" | Regen rate increase
+
* Bonuses to medium projectile turrets and six turret hardpoints support artillery for PVE
|-
+
* Increases in signature radius matter less in PVE
| 6 spr's + 3 purg + 2 lse<br>
 
| 125.28 hp/s
 
| (+47.51)
 
|-
 
| 6 spr's + 3 purg + 2 lse<br>
 
| 172.79 hp/s
 
| (+47.51)
 
|-
 
| 6 spr's + 3 purg + 3 lse<br>
 
| 220.3 hp/s
 
| (+47.51)
 
|-
 
| 6 spr's + 3 purg + 42 lse<br>
 
| 267.81 hp/s
 
| (+47.51)
 
|}
 
  
<br>
+
=== Shield Power Relays ===
 +
[[File:QSG_shieldpowerrelayII_attributes.png|thumb|alt= shield power relay II attributes]]
 +
Shield power relays increase the recharge time directly. They have no stacking penalty, but they do reduce the recharge rate of the capacitor.
  
<br>
+
* Shield Power Relay II
<br>
+
* Recharge time bonus: -24%
 +
* No shield support skills
 +
* (''Penalty: Capacitor Recharge Rate -35%'')
  
Each extender adds the same amount of regen rate BUT that precise amount is because the regen duration is already modified by the relays and purgers.  
+
The first module reduces the Recharge Time by 24%, from 1400 sec to 1400 - 336 = 1064 sec
 +
This gives a new Average Recharge Rate of 4250/1064 = 4.0 hp/sec
 +
And a new Peak Recharge Rate of 2.5 x 4.0 = 10.0 hp/s
  
A base hurricane with a single large shield extender has a regen rate of '''12.36 hp/s '''('''+4.66 hp/s''' compared to base)
+
Repeating the calculation:
  
The skills (''shield operation'' and ''shield management'') add also a lot because of the snowballing effect.  
+
{| class="wikitable" style="margin: 1em auto;  text-align: center;"
 +
|- style="background-color:#222222;"
 +
! scope="col" | Modules
 +
! scope="col" style="width: 50px;" | 1
 +
! scope="col" style="width: 50px;" | 2
 +
! scope="col" style="width: 50px;" | 3
 +
! scope="col" style="width: 50px;" | 4
 +
! scope="col" style="width: 50px;" | 5
 +
! scope="col" style="width: 50px;" | 6
 +
|-
 +
|Recharge Time|| 1064.0 || 808.6 || 614.3 || 466.9 || 354.9 || 269.7
 +
|-
 +
|Peak Regeneration Rate <small>(rounded)</small>|| 10.0 || 13.1 || 17.3 || 22.8 || 30.0 || 39.3
 +
|}
  
<u>On a full spr's, large extenders and purgers setup the skills add:</u>
+
While this illustrates the power of the module, fitting six of them to a ship would be unrealistic. Three modules is a common fit, with the other slots used for other purposes. Thus, with no other skills or fittings, three Shield Power Relays would increase the ''{{Co|#fFFEEEE|Peak}}'' Recharge Rate to 17.3 hitpoints per second.
  
{| width="374" cellspacing="1" cellpadding="1" border="1" align="left" style=""
+
For comparison, a medium Phased Plasma projectile does about 18 hp base shield damage plus 24 hp type damage; a medium Lead Hybrid charge does about 10 hp base shield damage plus 16 hp type damage.
|-
 
! scope="col" | Shield management
 
! scope="col" | Regen rate
 
! scope="col" | Regen rate increase
 
|-
 
| 0
 
| 267.81 hp/s
 
| +0
 
|-
 
| 1
 
| 281.21 hp/s
 
| +13.39
 
|-
 
| 2
 
| 294.6 hp/s
 
| +13.39
 
|-
 
| 3
 
| 307.99 hp/s
 
| +13.39
 
|-
 
| 4
 
| 321.38 hp/s
 
| +13.39
 
|-
 
| 5
 
| 334.77 hp/s
 
| +13.39
 
|}
 
  
<br>
+
=== Shield Extenders ===
 +
[[File:QSG_largeshieldextII_attributes.png|thumb|alt=large shield extender II attributes]]
 +
Shield extenders add hitpoints to the Capacity of the shield. The do not have stacking penalties, but they do increase the Signature Radius of the ship.
  
<br>
+
* Large Shield Extender II
 +
* Shield Capacity Bonus: 2600 hp
 +
* No shield support skills
 +
* (''Penalty: Signature Radius 25 m'')
  
<br>
+
Base recharge time: 1400 sec
 +
Shield Capacity: 4250 + 2600 = {{Co|#EEFFCC|6850}} hp
 +
Average regeneration Rate = 6850 / 1400 =  4.9 hp/s
 +
Peak Recharge Rate = 2.5 x 4.9 = 12.3 hp/s
  
<br>
+
The original base Peak Recharge Rate was 7.6 hp/s. So adding a large shield extender increases the recharge rate by 4.7 hp/s; an increase of 62%.
  
<br>
+
=== Core Defense Purger rigs ===
 +
[[File:QSG_coredeffieldpurger_attributes.png|thumb|alt=core defense field purger rig attributes]]
 +
These rigs produce a percentage increase in Shield Recharge Rate. They have no stacking penalty, but they do increase the Signature Radius of the ship.
  
<br>
+
* Medium Core Defense Field Purger I
 +
* Recharge Rate Bonus: -20%
 +
* No shield support skills
 +
* (''Penalty: Signature Radius 10%'')
  
<br>
+
Since these are usually the last items to be fitted, this example will build on a fit that includes one Large Shield Extender II and three Power Shield Relay IIs.
  
This skill raises shield hp's, so it adds a fixed amount like the shield extender mod.  
+
The bare ship had:
 +
* Base shield capacity: 4250 hp
 +
* Base recharge time: 1400 sec
 +
* Average regeneration rate = 4250 / 1400 = 3.0 hp/s
 +
* Base peak regeneration rate = 2.5 x 3.1 = 7.6 hp/s
  
Going from 0 to 4 in ''shield management'' adds '''53.56 hp/s''' in our example hurricane fit.
+
After one Large Shield Extender II (see above):
 +
* Shield capacity: {{Co|#EEFFCC|6850 hp}}
  
<u>On the same setup with shield management at 5, shield operation adds:</u>
+
Three Power Shield Relay II (see above):
 +
* Modules reduce recharge time @ -24%
 +
* Shield capacity: 6850 hp
 +
* Peak Recharge Rate = Shield Capacity/Recharge Time x 2.5
  
{| width="385" cellspacing="1" cellpadding="1" border="1" align="left" style=""
+
{| class="wikitable" style="margin: 1em auto 1em auto; " style="text-align: center"
|-
+
! scope="col" | Modules
! scope="col" | Shield operation
+
! scope="col" width="50" | 1
! scope="col" | Regen rate
+
! scope="col" width="50" | 2
! scope="col" | Regen rate increase
+
! scope="col" width="50" | 3
|-
+
|-  
| 0
+
|Recharge Time || 1064 || 808.6 || {{Co|#EEFFCC|614.3}}
| 334.77 hp/s
+
|-  
| +0
+
|Peak Regeneration Rate || 16.1 || 21.2 || 27.9
|-
 
| 1
 
| 352.39 hp/s
 
| +17.62
 
|-
 
| 2
 
| 371.96 hp/s
 
| +19.57
 
|-
 
| 3
 
| 393.84 hp/s
 
| +21.88
 
|-
 
| 4
 
| 418.46 hp/s
 
| +24.62
 
|-
 
| 5
 
| 446.36 hp/s
 
| +27.9
 
 
|}
 
|}
  
<u></u>
+
The Core Defense Purger Rigs impact on Recharge Rate in the same way that the Power Shield Relays do ... by reducing the Recharge Time by a percentage.
 
 
<br>
 
 
 
<br>
 
 
 
<br>
 
 
 
<br>
 
<br>
 
 
 
<br>
 
 
 
<br>
 
 
 
<br>
 
<u>Short summary of skill effects:</u>
 
 
 
No skill: '''267.81 hp/s '''
 
 
 
Both at lvl 4: '''401.72 hp/s '''
 
 
 
Both at lvl 5: '''446.36 hp/s '''
 
 
 
'''TL;DR:''' No use going half passive, it starts to work when you add lots of mods. And train both required skills to 4.
 
 
 
== In practice  ==
 
 
 
=== Mods  ===
 
 
 
==== Shield power relays  ====
 
 
 
<u>Pro:</u> Relays reduce your regen time, they start being useful if you have many.
 
 
 
<u>Cons:</u> Relays kill your cap regen rate
 
 
 
==== Shield flux coils  ====
 
 
 
<u>Pro:</u> Coils reduce your regen time but less than relays, they start being useful if you have many.
 
 
 
<u>Cons:</u> Coils have no drawback except being weaker than relays.
 
 
 
==== Shield extenders  ====
 
 
 
<u>Pro:</u> Extenders add to your shield hp's. So they both gives you an hp buffer AND raise your regen rate.
 
 
 
<u>Cons:</u> Extenders raise your sig radius, making you take more damage from npc's.
 
 
 
==== Shield rechargers  ====
 
 
 
<u>Pro:</u> Rechargers reduce your regen duration, like power relays and flux coils.  
 
 
 
<u>Con:</u> Rechargers have no drawback except being weaker than relays and coils.  
 
 
 
==== Shield rigs (extenders and purgers)  ====
 
 
 
<u>Pro:</u> shield rigs add to the shield hp's or reduce the regen duration.
 
 
 
<u>Cons:</u> They raise your sig radius, making you take more damage from npc's.
 
 
 
==== Powerdiagnostics  ====
 
 
 
<u>Pro:</u> Powerdiags add to the shield hp, reduce the shield regen duration, add to the capacitor hp and reduce the capacitor regen duration.  
 
 
 
<u>Cons:</u> Their effect is lower than the other mods.  
 
  
=== Ships  ===
+
Three Core Defense Purger Rigs:
 +
* Rigs reduce recharge time @ -20%
 +
* Shield capacity: {{Co|#eeffcc||6850}} hp
 +
* Starting Recharge Time: {{Co|#EEFFCC|614.3}} sec
 +
* Peak Recharge Rate = Shield Capacity/Recharge Time x 2.5
  
Most ships under battleship size are good to go with passive shield tanking, even armor bonused ships like the Myrmidon (more on that later).  
+
{| class="wikitable" style="margin: 1em auto; text-align: center;"
 +
! scope="col" | Rigs
 +
! scope="col" style="width: 50px;" | 1
 +
! scope="col" style="width: 50px;" | 2
 +
! scope="col" style="width: 50px;" | 3
 +
|-
 +
|Recharge Time || 491.4 || 393.1 || 314.4
 +
|-
 +
|Peak Regeneration Rate|| 34.8 || 43.6 || 54.4
 +
|}
  
Most battleships are better with active tanking. The reason being that cruisers/battlecruisers can fit the biggest shield extenders already (large). So battleships have difficulties increasing their shield amount enough to reach good regen rates. There are of course exceptions like the rattlesnake or the rohk, the reason being not that they can reach good pure regen rates but that they have bonuses to shield resistances.  
+
So with this fit in place, an no pilot shield skills, the Peak Shield Regeneration Rate will be 54.4 hp/sec.
  
=== Overtanking  ===
+
== Skills ==
 +
{{sk|Shield Management}}: ''5% bonus to shield capacity per skill level''
  
If you go full passive tank, you don't have any propulsion, utility or damage mods. This is called overtanking, meaning your ship tanks well but is quite bad at anything else.
+
{{sk|Shield Operation}}: ''5% reduction in shield recharge time per skill level''
  
There is often a sweet spot to be found between tank and gank/usability.  
+
Any pilot considering a passive shield tank would want to train these to at least Level IV. At that level, their effect would be considerable.
  
The trick is to decide an amount of dps to tank and reach it with the least possible mods, dedicating the remaining mods to damage/speed/whatever.  
+
'''Shield Management @ Level IV'''
 +
[[File:QSG hurricane passive fit.png |thumb|upright=3.0]]*20% increase in Shield Capacity
  
Remember that PVE tanking is against specific damage types, no use to try to omnitank except if you face sleepers.  
+
This would increase the Base Shield Capacity to: 4250 + 0.20 x 4250 = 5100 hitpoints
  
=== Fitting tips  ===
+
''It would also increase the benefit of the Large Shield Extender II by 20%: 2600 + 0.20 x 2600 = 3120''
  
What to choose between all those modules, what combination is the best? Instead of making convoluted excel sheets, your best bet is to fire up EFT and try. (if you don't know EFT, look here)
+
Making the total shield capacity: 5100 + 3120 = {{Co|#EEFFCC|8220 hitpoints}}
  
The base idea is to fill all low slots with shield power relays, all mid slots with the bigger shield extenders you can use and use 3 purger rigs. (For PVE purger rigs are better than extender rigs in all cases)
+
'''Shield Operation @ Level IV'''
 +
* 20% decrease in Shield Recharge Time
  
I've yet to see a fit under battleship size where a shield recharger is better tank-wise than an extender or an hardener.  
+
This would decrease the Base Shield Recharge Time: 1400 - 1400 x 0.20 = 1120
  
So, when the above is done, remove one extender and add an hardener for the primary damage type of the NPC's you'll be facing. See if the tank amount is higher.
+
And that value would be used in the three Shield Relay computations followed by the 3 Core Purger Rig computations
  
If yes, remove another extender and add another of the same hardener. If it's better, remove yet another extender and add an hardener for the secondary damage type of those NPC's.
+
* Relay @ -24%
  
If the second hardener for the primary damage type tanks less than an extender, swap it for an hardener of the secondary damage type.  
+
:851.2, 646.9, 491.6
  
Now look at your cap, if it's stable you're good to go. If not, swap a shield power relay for a shield flux coil, see if it's stable now. Continue swapping relays for coils until you're stable.  
+
* Purger @ -20%
 +
:393.2, 314.5, 251.6
  
Sometimes, if you have to swap more than two relays for coils, you may try putting all the relays back except one and add a capacitor power relay.  
+
giving a final Recharge Time of: {{Co|#EEFFCC|251.6 seconds}}
  
I usually use low range, high damage weapons (autocannons) which means I need an afterburner to dictate range. Being able to perma run said afterburner often mitigates enough incoming damage due to speed to justify the tank reduction for cap stability.  
+
These two values compute the final Peak Recharge Rate.
  
=== Example fits ===
+
Recharge Time: 251.6 sec
 +
Average Recharge Time = 8220/251.6 = 32.7
 +
Peak Recharge Rate: 32.7 x 2.5 = 81.7 hp/sec
 +
{{Clear}}
 +
{{Color box
 +
| color= #222222
 +
| border=#FFEEEE
 +
|  If you have come this far, it may be worthwhile pausing to think about what all this might mean. Keep in mind, first, that the shield begins recharging at the Average Rate and then builds towards the Peak Rate, which it only achieves when the shield is 75% gone. That means that these numbers are not very helpful in combat, they simply give a way of comparing a passive fit against a more active one, or against armor.
  
Here are some example fits and tank comparisons between passive shield and active armor/shield. Skills are All lvl 5.  
+
Passive fits more or less assume that you will be kiting, or at least firing from longer range, and that by so doing, you will not come under intense bursts of heavy fire. In other words, the shield needs time to rebuild itself as you fight.
  
{{Fittings
+
The advantage of this approach lies in its avoidance of stacking penalties, which gives you more benefit per module fitted, and which in turn should give you extra strength in areas other than defense. This may come from having room to fit an additional module, or by savings in power or CPU that let you install more highly rated equipment.
|name=Rifter, PVE - Armor A
 
|high=
 
150mm Light AutoCannon II<br>
 
150mm Light AutoCannon II<br>
 
150mm Light AutoCannon II<br>
 
Rocket Launcher II<br>
 
|mid=
 
Experimental 1MN Afterburner I<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
|low=
 
Small Armor Repairer II<br>
 
Armor Explosive Hardener II<br>
 
Energized Adaptive Nano Membrane II<br>
 
|rigs=
 
Small Anti-Explosive Pump I<br>
 
Small Projectile Collision Accelerator I<br>
 
Small Capacitor Control Circuit I<br>
 
|drones=
 
|charges=
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=tank: 51/57 dps vs angels (cap lasts 2m18s)<br>
 
damage: 112 dps
 
 
}}
 
}}
  
{{Fittings
+
== Final fit ==
|name=Rifter, PVE - Shield P
+
Thus, a Minmatar Hurricane fitted for this particular skilled, passive tank would have a Peak Shield Regeneration rate of approximately 82 hp/sec. Again, for comparison, a medium Phased Plasma projectile does about 18 hp base shield damage plus 24 hp type damage; a medium Lead Hybrid charge does about 10 hp base shield damage plus 16 hp type damage.
|high=
+
A complete fit might look like this:
150mm Light AutoCannon II<br>
+
{{ShipFitting|
150mm Light AutoCannon II<br>
+
ship=Hurricane|
150mm Light AutoCannon II<br>
+
shipTypeID=24702|
'Malkuth' Rocket Launcher I<br>
+
fitName=PvE T2 Passive Shield Tank|
|mid=
+
fitID=PvE-Passive-Shield-Tank|
Experimental 1MN Afterburner I<br>
+
high1name=650mm Artillery Cannon II|
Explosive Deflection Amplifier II<br>
+
high1typeID=2921|
Medium F-S9 Regolith Shield Induction<br>
+
high2name=650mm Artillery Cannon II|
|low=
+
high2typeID=2921|
Shield Power Relay II<br>
+
high3name=650mm Artillery Cannon II|
Shield Power Relay II<br>
+
high3typeID=2921|
Gyrostabilizer II<br>
+
high4name=650mm Artillery Cannon II|
|rigs=
+
high4typeID=2921|
Small Core Defense Field Purger I<br>
+
high5name=650mm Artillery Cannon II|
Small Core Defense Field Purger I<br>
+
high5typeID=2921|
Small Core Defense Field Purger I<br>
+
high6name=650mm Artillery Cannon II|
|drones=
+
high6typeID=2921|
|charges=
+
high7name=Rapid Light Missile Launcher II|
|recommended1=
+
high7typeID=1877|
|recommended2=
+
mid1name=10MN Afterburner II|
|recommended3=
+
mid1typeID=12058|
|notes=tank: 72 dps vs angels (cap stable)<br>
+
mid2name=Large Shield Extender II|
damage: 119 dps
+
mid2typeID=3841|
}}
+
mid3name=EM Shield Hardener II|
 +
mid3typeID=2301|
 +
mid4name=Thermal Shield Hardener II|
 +
mid4typeID=2303|
 +
low1name=Shield Power Relay II|
 +
low1typeID=1422|
 +
low2name=Shield Power Relay II|
 +
low2typeID=1422|
 +
low3name=Shield Power Relay II|
 +
low3typeID=1422|
 +
low4name=Gyrostabilizer II|
 +
low4typeID=519|
 +
low5name=Gyrostabilizer II|
 +
low5typeID=519|
 +
low6name=Gyrostabilizer II|
 +
low6typeID=519|
 +
drone1name=Hobgoblin II x6|
 +
drone1typeID=2456|
 +
drone2name=open|
 +
drone3name=open|
 +
drone4name=open|
 +
drone5name=open|
 +
charge1name=Republic Fleet Phased Plasma Mx1|
 +
charge1typeID=21922|
 +
charge2name=Caldari Navy Inferno Light Missile x1|
 +
charge2typeID=27371|
 +
charge3name=open|
 +
charge4name=open|
 +
charge5name=open|
 +
rig1name=Medium Core Defense Field Purger I|
 +
rig1typeID=31802|
 +
rig2name=Medium Core Defense Field Purger I|
 +
rig2typeID=31802|
 +
rig3name=Medium Core Defense Field Purger I|
 +
rig3typeID=31802|
 +
difficulty=2|
 +
warsop=A|
 +
warsopReason=|
 +
version=RET 1.1|
 +
shipDNA=24702:2921;6:8027;1:2281;1:2297;1:3841;1:12058;1:519;3:1422;3:31802;3:2456;6:193;1:212;1::|
 +
skills=Minmatar Frigate IV</li><li>Minmatar Cruiser III</li><li>Spaceship Command IV</li><li>Minmatar Battlecruiser II</li><li>Gunnery III</li><li>Sharpshooter IV</li><li>Small Projectile Turret V</li><li>Small Artillery Specialization IV</li><li>Capacitor Systems Operation V</li><li>Capacitor Management IV</li><li>Power Grid Management V</li><li>CPU Management V</li><li>Electronics Upgrades V</li><li>Long Range Targeting IV</li><li>Signature Analysis IV</li><li>Medium Projectile Turret V</li><li>Medium Artillery Specialization I</li><li>Missile Launcher Operation V</li><li>Shield Upgrades IV</li><li>Tactical Shield Manipulation IV</li><li>Afterburner IV</li><li>Energy Grid Upgrades IV</li><li>Target Management V</li><li>Advanced Target Management I</li><li>Navigation IV</li><li>Evasive Maneuvering III</li><li>Warp Drive Operation III</li><li>Hull Upgrades IV</li><li>Shield Management IV</li><li>Mechanic V</li><li>Gunnery V</li><li>Rapid Firing IV</li><li>Motion Prediction IV</li><li>Trajectory Analysis IV</li><li>Weapon Upgrades IV</li><li>Mechanic III</li><li>Jury Rigging III</li><li>Shield Rigging I</li><li>Scout Drone Operation V</li><li>Drones V</li><li>Gallente Drone Specialization I|
 +
notes=This is a passive shield tanked PvE fit suitable for L3 Security Missions</li><li>The mid slot hardeners should be swapped to match the damage type appropriate to the enemies the pilot expects to encounter. </li><li>With one shield hardener running, the capacitor is stable. A second hardener will run the capacitor down in about fifteen minutes. </li><li>If skills are insufficient for power, consider swapping a gyrostabilizer for an Auxilliary Power Control.</li>}}
 +
* This is a highly skilled fitting. Weapons and modules can be scaled back to meet pilot skills. Watch dps and shield recharge rate and try to balance the decline.
 +
* The mid slot hardeners should be swapped to match the damage type appropriate to the enemies the pilot expects to encounter.
 +
* With one shield hardener running, the [[Capacitor#Stability|capacitor is stable]]. A second hardener will run the capacitor down in about fifteen minutes. Since this fit is intended for L2/L3 Security Missions, that should not be a problem. If it becomes a concern, consider replacing one of the low slot gyrostabilizers with a Capacitor Flux Coil.
 +
* Low slot modules can be replaced by Auxiliary Power Controls, Capacitor Flux Coils, and/or Power Diagnostic Systems as needed.
  
{{Fittings
+
=== More example fits ===
|name=Rupture, PVE - Armor A
+
Certain ships are often fit out with passive tank. Rather than copy those fits here, this article links to their Wiki pages, where you can see the full information for each ship.
|high=
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
SV-2000 Assault Missile Bay<br>
 
SV-2000 Assault Missile Bay<br>
 
|mid=
 
Experimental 10MN Afterburner I<br>
 
Cap Recharger II <br>
 
Cap Recharger II<br>
 
|low=
 
Medium Armor Repairer II<br>
 
Medium Armor Repairer II<br>
 
Armor Explosive Hardener II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Capacitor Power Relay II<br>
 
|rigs=
 
Medium Auxiliary Nano Pump I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
|drones=
 
Warrior II x5<br>
 
|charges=
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=tank: 187/229 vs angels (cap lasts 2m3s)<br>
 
Damage: 323 dps
 
}}
 
 
 
{{Fittings
 
|name=Rupture, PVE - Shield P
 
|high=
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
SV-2000 Assault Missile Bay<br>
 
SV-2000 Assault Missile Bay<br>
 
|mid=
 
Experimental 10MN Afterburner I<br>
 
Large Shield Extender II<br>
 
Explosive Deflection Amplifier II<br>
 
|low=
 
Shield Power Relay II<br>
 
Shield Power Relay II<br>
 
Shield Power Relay II<br>
 
Shield Power Relay II<br>
 
Shield Power Relay II<br>
 
|rigs=
 
Medium Core Defense Field Purger I<br>
 
Medium Core Defense Field Purger I<br>
 
Medium Core Defense Field Purger I<br>
 
|drones=
 
Warrior II x5<br>
 
|charges=
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=tank: 266 dps vs angels (cap stable)<br>
 
Damage: 323 dps
 
}}
 
 
 
{{Fittings
 
|name=Hurricane, PVE - Armor A
 
|high=
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
XR-3200 Heavy Missile Bay<br>
 
XR-3200 Heavy Missile Bay<br>
 
|mid=
 
Experimental 10MN Afterburner I<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
|low=
 
Medium Armor Repairer II<br>
 
Medium Armor Repairer II<br>
 
Armor Explosive Hardener II<br>
 
Armor Explosive Hardener II<br>
 
Armor Kinetic Hardener II<br>
 
Energized Adaptive Nano Membrane II<br>
 
|rigs=
 
Medium Auxiliary Nano Pump I<br>
 
Medium Auxiliary Nano Pump I<br>
 
Medium Capacitor Control Circuit I<br>
 
|drones=
 
Warrior II x4<br>
 
Valkyrie II x1<br>
 
|charges=
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=Tank: 358/443 dps vs angels (cap lasts 4m21)<br>
 
Damage: 457 dps
 
}}
 
 
 
{{Fittings
 
|name=Hurricane, PVE - Shield P
 
|high=
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
XR-3200 Heavy Missile Bay<br>
 
XR-3200 Heavy Missile Bay<br>
 
|mid=
 
Experimental 10MN Afterburner I<br>
 
Large Shield Extender II<br>
 
Large Shield Extender II<br>
 
Explosive Deflection Amplifier II<br>
 
|low=
 
Shield Power Relay II<br>
 
Shield Power Relay II<br>
 
Shield Power Relay II<br>
 
Shield Power Relay II<br>
 
Shield Power Relay II<br>
 
Gyrostabilizer II<br>
 
|rigs=
 
Medium Core Defense Field Purger I<br>
 
Medium Core Defense Field Purger I<br>
 
Medium Core Defense Field Purger I<br>
 
|drones=
 
Warrior II x4<br>
 
Valkyrie II x1<br>
 
|charges=
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=tank: 541 dps vs angels (cap stable)<br>
 
Damage: 531 dps<br>
 
If you swap a relay for a second gyro II,<br>
 
tank: 443 dps vs angels (cap stable)<br>
 
Damage: 610 dps<br>
 
}}
 
  
More ship examples will be added later.
+
* Caldari [[Drake]]: battlecruiser - level 3 mission runner, wormhole pve explorer
 +
* Caldari [[Caracal]]: cruiser - level 2 mission runner
 +
* Gallente [[Myrmidon]]: battlecruiser - level 3 mission runner
 +
* Minmatar [[Hurricane]]: battlecruiser - level 3 mission runner
 +
* Minmatar [[Rupture]]: cruiser - level 2 mission runner
 +
* Minmatar [[Stabber]]: cruiser - level 2 mission runner
 +
* Minmatar [[Rifter]]: frigate - level 1/2 mission runner
  
[[Category:Guides]]
+
[[Category:Fitting]][[Category:Fittings]]

Latest revision as of 13:23, 11 January 2023

It has been suggested that this article or section be merged with Tanking  to Tanking . ( Discuss )
This page covers the use of shields as a passive tanking strategy. As such, it focuses on the advantages of passive tanking and the process of fitting a ship to use a passive tank. For basic information about how shields work, see Shields.

Passive shield tanking (often shortened to simply passive tanking) is a method of tanking that relies on the ability of shields to recharge without the need for active modules. Instead, passive shield tanks rely on modules that increase this recharge rate, as well as the absolute amount of shield hit points a ship has.

The goal of a passive shield tank is enable a ship's shield to regenerate as quickly as it takes damage. Passive shield tanks work best in situations where damage is either fairly constant, or slowly increasing over a long period of time. It can also work in situations where the pilot is able to remove the ship from combat periodically to let their shields recharge. As such, passive shield tanking is most appropriate for use in PvE situations, where incoming damage is fairly predictable.

In particular, passive shield tanks can be effective on ships built for kiting or long-range combat tactics, both of which keep shield damage relatively low. As above, it can also be used when employing hit-and-run tactics as well.

Shield recharge rate

Main article: Shields#Shield Recharge Rate

The shield regeneration rate increases by more than double as the shield takes damage. Since this change is a percentage, a ship that starts with a higher average regeneration rate will get a bigger boost in its optimum rate. In addition, since the shield regeneration time is constant, a larger shield will regenerate more hit points per second.

For example, these are all Caldari ships. Many Caldari ships prefer shield tanks.

Ship Type Shield Capacity (hp) Shield Regeneration Time (sec) Average Regeneration Rate (C/T)
CaldariKestrel (frigate) 500 650 1.3
CaldariCorax (destroyer) 950 625 1.5
CaldariMoa (cruiser) 2500 1250 2.0
CaldariDrake (battlecruiser) 5250 1400 3.75
CaldariRaven (battleship) 7000 2500 2.8

Without any modules, and assuming the pilots had the same skills, the CaldariDrake would rebuild its shield almost three times faster than the Kestrel. The Raven would rebuild about twice as fast as the Corax, but slower than the Drake. All other things being equal, the Drake, with its large shield capacity and very fast recharge time, would make the best candidate for a passive shield tank.

These cruisers and battlecruisers provide a representative sample comparison of ships by faction.

Faction Ship Type Shield Capacity (hp) Shield Regeneration Time (sec) Average Regeneration Rate (C/T)
CaldariDrake Battlecruiser 5250 1400 3.8
MinmatarHurricane Battlecruiser 4250 1400 3.0
GallenteBrutix Battlecruiser 4000 1400 2.8
AmarrHarbinger Battlecruiser 3000 1400 2.1
CaldariMoa Cruiser 2500 1250 2.0
MinmatarStabber Cruiser 1600 1250 1.3
GallenteThorax Cruiser 1200 1250 1.0
AmarrOmen Cruiser 1200 1250 1.0

The Caldari and Minmatar tend to have the larger shield capacities and higher shield recharge rates. Thus it is not surprising that ships of these factions are more likely to be shield tanked.

Combat situations

Because a passive tank depends on the shield's recharging, it works best in situations where the damage is constant or builds slowly over time. It works least well in situation where the shield will take a large amount of damage in a very short time. Passive tanking can be used, then in situations where the pilot can "kite" the enemies to control how much damage comes in – or in situations where the pilot is using long range weapons and depending on speed to keep away from enemy fire.

In fleet situations the assigned combat role may be a factor. If the ship is to be tackling other ships, for example, its mid power slots may be needed for e-war modules, and it may be exposed to high, brief peaks of damage - so an armor tank will likely be preferable.

Modules and rigs

The following influence the passive shield tank.

Unit Slot Capacitor Drain Effect Notes
Shield Extender mid - Capacity increases Signature Radius
Power Diagnostic System low low Recharge Rate and Capacity small benefit
Shield Power Relay low - Recharge Rate reduces capacitor recharge rate
Shield Flux Coil low - Recharge Rate lowers capacity
Shield Recharger mid - Recharge Rate small benefit
Damage Control low small Resistances limit of one per ship
Shield Resistance Amplifier mid small Resistances stacking penalty
Shield Hardener mid small Resistances stacking penalty
Core Defense Field Purger rig - Recharge Rate increases Signature Radius
Core Defense Field Extender rig - Capacity increases Signature Radius
Screen Reinforcer rig - Resistances increases Signature Radius, stacking penalty

Initial fit

The usual starting point is to try to fill several low slots with Shield Power Relay modules, several mid slots with Shield Extender modules, and to fit all three rig slots with Defense Field Purger rigs. Of course, this will need to be modified to fit slot availability, resists and other considerations, but it is a good place to start.

With that in mind, although Shield Power Relays reduce capacitor recharge rate, they have no stacking penalties, and they are the most powerful modules in terms of increasing shield regeneration.

Shield Extenders increase the capacity of the shield, and, because recharge time is a constant, this in turn increases the recharge rate. These modules have a Signature Radius penalty associated with them, and they impact on the power grid, but they have no stacking penalties, and their benefits outweigh these costs. In addition, it is often possible to "upsize" Shield Extenders ... putting Large Shield Extenders on a Cruiser, for example, or Medium Extenders on a Frigate. The increased buffer will also allow the ship to survive for a while even if incoming dps is higher than the recharge. This way the pilot can kill the dps enough to survive further.

Finally, Defense Field Purger rigs are almost always more effective than Defense Field Extender rigs in a passive shield fit. The extender increases the capacity of the shield, which does have the effect of also increasing its recharge rate. However, the Purger directly increases the recharge rate by enough to make a difference. The Purger does, however, have a larger impact on Signature Radius.

A tank built from these modules will greatly increase the shield recharge rate, will somewhat increase the shield capacity, will have no stacking penalties, will increase the ship's Signature Radius, and will reduce the Capacitor's recharge time (but will not draw directly on the Capacitor for power).

Without the use of modules that incur stacking penalties, the calculation for passive shield regeneration rate is multiplicative; the more fittings added, the greater effect each fitting has.

Possible alterations

  • Most ships have "damage holes", a type of damage from which they are not well defended. A specific damage type shield hardener may need to be equipped to cover such holes. Hardener modules for other types of damage may be added to account for the primary damage types expected in the encounter. Keep in mind the stacking penalties that arise if a second hardener module is used to alter the same type of damage.
  • If the pilot's skills are not sufficient to install T2 modules, substitutions may be in order. You will have to experiment with T1 modules ... or you may find it better to just wait until your skills improve.
  • Once your tanking modules are set, check to see if your ship's capacitor is stable. If it isn't, and the amount is significant, consider swapping one or two Shield Power Relays for Shield Flux Coils. If you have to swap more than two Shield Relays for Flux Coils, consider putting back all but one of the Shield Power Relays and adding a Capacitor Power Relay.

Example

Minmatar Hurricane shield attributes

Consider the Hurricane, a Minmatar Battlecruiser.

  • Base shield capacity: 4250 hp
  • Base recharge time: 1400 sec
  • Average regeneration rate = 4250 / 1400 = 3.0 hp/s
  • Base peak regen rate = 2.5 x 3.0 = 7.5 hp/s
  • Note that the Hurricane's shields are weakest for EM, followed by Thermal, damage.

Why put a passive tank on a Hurricane? As an L3 Security Mission runner:

  • It has good shield capacity and a high recharge rate
  • It has six low slots – 3 for Shield Power Relays and 3 for offensive modules
  • For mission running the mid slots can be dedicated to propulsion and shields
  • Bonuses to medium projectile turrets and six turret hardpoints support artillery for PVE
  • Increases in signature radius matter less in PVE

Shield Power Relays

shield power relay II attributes

Shield power relays increase the recharge time directly. They have no stacking penalty, but they do reduce the recharge rate of the capacitor.

  • Shield Power Relay II
  • Recharge time bonus: -24%
  • No shield support skills
  • (Penalty: Capacitor Recharge Rate -35%)

The first module reduces the Recharge Time by 24%, from 1400 sec to 1400 - 336 = 1064 sec This gives a new Average Recharge Rate of 4250/1064 = 4.0 hp/sec And a new Peak Recharge Rate of 2.5 x 4.0 = 10.0 hp/s

Repeating the calculation:

Modules 1 2 3 4 5 6
Recharge Time 1064.0 808.6 614.3 466.9 354.9 269.7
Peak Regeneration Rate (rounded) 10.0 13.1 17.3 22.8 30.0 39.3

While this illustrates the power of the module, fitting six of them to a ship would be unrealistic. Three modules is a common fit, with the other slots used for other purposes. Thus, with no other skills or fittings, three Shield Power Relays would increase the Peak Recharge Rate to 17.3 hitpoints per second.

For comparison, a medium Phased Plasma projectile does about 18 hp base shield damage plus 24 hp type damage; a medium Lead Hybrid charge does about 10 hp base shield damage plus 16 hp type damage.

Shield Extenders

large shield extender II attributes

Shield extenders add hitpoints to the Capacity of the shield. The do not have stacking penalties, but they do increase the Signature Radius of the ship.

  • Large Shield Extender II
  • Shield Capacity Bonus: 2600 hp
  • No shield support skills
  • (Penalty: Signature Radius 25 m)
Base recharge time: 1400 sec
Shield Capacity: 4250 + 2600 = 6850 hp
Average regeneration Rate = 6850 / 1400 =  4.9 hp/s
Peak Recharge Rate = 2.5 x 4.9 = 12.3 hp/s

The original base Peak Recharge Rate was 7.6 hp/s. So adding a large shield extender increases the recharge rate by 4.7 hp/s; an increase of 62%.

Core Defense Purger rigs

core defense field purger rig attributes

These rigs produce a percentage increase in Shield Recharge Rate. They have no stacking penalty, but they do increase the Signature Radius of the ship.

  • Medium Core Defense Field Purger I
  • Recharge Rate Bonus: -20%
  • No shield support skills
  • (Penalty: Signature Radius 10%)

Since these are usually the last items to be fitted, this example will build on a fit that includes one Large Shield Extender II and three Power Shield Relay IIs.

The bare ship had:

  • Base shield capacity: 4250 hp
  • Base recharge time: 1400 sec
  • Average regeneration rate = 4250 / 1400 = 3.0 hp/s
  • Base peak regeneration rate = 2.5 x 3.1 = 7.6 hp/s

After one Large Shield Extender II (see above):

  • Shield capacity: 6850 hp

Three Power Shield Relay II (see above):

  • Modules reduce recharge time @ -24%
  • Shield capacity: 6850 hp
  • Peak Recharge Rate = Shield Capacity/Recharge Time x 2.5
Modules 1 2 3
Recharge Time 1064 808.6 614.3
Peak Regeneration Rate 16.1 21.2 27.9

The Core Defense Purger Rigs impact on Recharge Rate in the same way that the Power Shield Relays do ... by reducing the Recharge Time by a percentage.

Three Core Defense Purger Rigs:

  • Rigs reduce recharge time @ -20%
  • Shield capacity: 6850 hp
  • Starting Recharge Time: 614.3 sec
  • Peak Recharge Rate = Shield Capacity/Recharge Time x 2.5
Rigs 1 2 3
Recharge Time 491.4 393.1 314.4
Peak Regeneration Rate 34.8 43.6 54.4

So with this fit in place, an no pilot shield skills, the Peak Shield Regeneration Rate will be 54.4 hp/sec.

Skills

Shield Management: 5% bonus to shield capacity per skill level

Shield Operation: 5% reduction in shield recharge time per skill level

Any pilot considering a passive shield tank would want to train these to at least Level IV. At that level, their effect would be considerable.

Shield Management @ Level IV

QSG hurricane passive fit.png

*20% increase in Shield Capacity

This would increase the Base Shield Capacity to: 4250 + 0.20 x 4250 = 5100 hitpoints

It would also increase the benefit of the Large Shield Extender II by 20%: 2600 + 0.20 x 2600 = 3120

Making the total shield capacity: 5100 + 3120 = 8220 hitpoints

Shield Operation @ Level IV

  • 20% decrease in Shield Recharge Time

This would decrease the Base Shield Recharge Time: 1400 - 1400 x 0.20 = 1120

And that value would be used in the three Shield Relay computations followed by the 3 Core Purger Rig computations

  • Relay @ -24%
851.2, 646.9, 491.6
  • Purger @ -20%
393.2, 314.5, 251.6

giving a final Recharge Time of: 251.6 seconds

These two values compute the final Peak Recharge Rate.

Recharge Time: 251.6 sec
Average Recharge Time = 8220/251.6 = 32.7
Peak Recharge Rate:  32.7 x 2.5 = 81.7 hp/sec
If you have come this far, it may be worthwhile pausing to think about what all this might mean. Keep in mind, first, that the shield begins recharging at the Average Rate and then builds towards the Peak Rate, which it only achieves when the shield is 75% gone. That means that these numbers are not very helpful in combat, they simply give a way of comparing a passive fit against a more active one, or against armor.

Passive fits more or less assume that you will be kiting, or at least firing from longer range, and that by so doing, you will not come under intense bursts of heavy fire. In other words, the shield needs time to rebuild itself as you fight.

The advantage of this approach lies in its avoidance of stacking penalties, which gives you more benefit per module fitted, and which in turn should give you extra strength in areas other than defense. This may come from having room to fit an additional module, or by savings in power or CPU that let you install more highly rated equipment.

Final fit

Thus, a Minmatar Hurricane fitted for this particular skilled, passive tank would have a Peak Shield Regeneration rate of approximately 82 hp/sec. Again, for comparison, a medium Phased Plasma projectile does about 18 hp base shield damage plus 24 hp type damage; a medium Lead Hybrid charge does about 10 hp base shield damage plus 16 hp type damage. A complete fit might look like this:

PvE T2 Passive Shield Tank
Hurricane: PvE T2 Passive Shield Tank
EFT
[Hurricane, PvE T2 Passive Shield Tank]
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
Rapid Light Missile Launcher II

10MN Afterburner II
Large Shield Extender II
EM Shield Hardener II
Thermal Shield Hardener II

Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II

Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Medium Core Defense Field Purger I


Hobgoblin II x6

Republic Fleet Phased Plasma Mx1
Caldari Navy Inferno Light Missile x1

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Fitting template low slots label.png
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FITTING DIFFICULTY
EVE VERSION
RET 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Minmatar Frigate IV
  • Minmatar Cruiser III
  • Spaceship Command IV
  • Minmatar Battlecruiser II
  • Gunnery III
  • Sharpshooter IV
  • Small Projectile Turret V
  • Small Artillery Specialization IV
  • Capacitor Systems Operation V
  • Capacitor Management IV
  • Power Grid Management V
  • CPU Management V
  • Electronics Upgrades V
  • Long Range Targeting IV
  • Signature Analysis IV
  • Medium Projectile Turret V
  • Medium Artillery Specialization I
  • Missile Launcher Operation V
  • Shield Upgrades IV
  • Tactical Shield Manipulation IV
  • Afterburner IV
  • Energy Grid Upgrades IV
  • Target Management V
  • Advanced Target Management I
  • Navigation IV
  • Evasive Maneuvering III
  • Warp Drive Operation III
  • Hull Upgrades IV
  • Shield Management IV
  • Mechanic V
  • Gunnery V
  • Rapid Firing IV
  • Motion Prediction IV
  • Trajectory Analysis IV
  • Weapon Upgrades IV
  • Mechanic III
  • Jury Rigging III
  • Shield Rigging I
  • Scout Drone Operation V
  • Drones V
  • Gallente Drone Specialization I
NOTES
  • This is a passive shield tanked PvE fit suitable for L3 Security Missions
  • The mid slot hardeners should be swapped to match the damage type appropriate to the enemies the pilot expects to encounter.
  • With one shield hardener running, the capacitor is stable. A second hardener will run the capacitor down in about fifteen minutes.
  • If skills are insufficient for power, consider swapping a gyrostabilizer for an Auxilliary Power Control.
  • This is a highly skilled fitting. Weapons and modules can be scaled back to meet pilot skills. Watch dps and shield recharge rate and try to balance the decline.
  • The mid slot hardeners should be swapped to match the damage type appropriate to the enemies the pilot expects to encounter.
  • With one shield hardener running, the capacitor is stable. A second hardener will run the capacitor down in about fifteen minutes. Since this fit is intended for L2/L3 Security Missions, that should not be a problem. If it becomes a concern, consider replacing one of the low slot gyrostabilizers with a Capacitor Flux Coil.
  • Low slot modules can be replaced by Auxiliary Power Controls, Capacitor Flux Coils, and/or Power Diagnostic Systems as needed.

More example fits

Certain ships are often fit out with passive tank. Rather than copy those fits here, this article links to their Wiki pages, where you can see the full information for each ship.

  • Caldari Drake: battlecruiser - level 3 mission runner, wormhole pve explorer
  • Caldari Caracal: cruiser - level 2 mission runner
  • Gallente Myrmidon: battlecruiser - level 3 mission runner
  • Minmatar Hurricane: battlecruiser - level 3 mission runner
  • Minmatar Rupture: cruiser - level 2 mission runner
  • Minmatar Stabber: cruiser - level 2 mission runner
  • Minmatar Rifter: frigate - level 1/2 mission runner